Royal Rumble

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s3xy_j0nny
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Re: Royal Rumble

Post by s3xy_j0nny »

IIRC, the only map mentioned so far has been Valparaiso, but HB was going to get back to me when he knew more.

I reckon anything beyond basic squad structures and positioning is going to be overkill on this one - we have no time to prepare and havent played together as a proper team for a while. We can try some of the ideas suggested, but let's not get too technical - the idea behind this one is to have fun and get a taste of 12 vs 12.

Judging from Hubris' post, he and Skoups will no doubt be filling entire pages when we get back to competitive clannies... :fact:
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Paul
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Re: Royal Rumble

Post by Paul »

Yip I agree with j0nny. We need to keep it simple because as we all know clannies are totally different than FFA servers.

I would suggest 3 squads as follows

Squad A -Attack Force Delta
Mega (SL Medic/Assault)
Paul (Medic)
j0nny (Recon)
Lee (Assault)

Squad B - Defending the Brave
Murgs (SL Assault )
Hubris (Assault)
Daz (Medic)
Jarrod (Medic)

Squad Z - Fuck knows
BBH Scum
BBH Scum
BBH Scum
BBH Scum

Obviously if we play rush maps then we all attack or all defend but squad A would be the more aggresive while squad B is the cover or hold a position squad. In previous clannies I have seen Murgs, Jarrod and Daz fully capable of holding/defending a position allowing j0nny/Mega to ninja and the rest of the squad to spawn on them.

AS for the BBH guys we will just have to carry their asses
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Hubris
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Re: Royal Rumble

Post by Hubris »

Lol don't beat on the Geth boss, I've moved the piece to the strats forum - way out of line on this thread :)
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Megageth
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Re: Royal Rumble

Post by Megageth »

Sorry to skimp over what were good strats dude. Still not sure if we are playing Conquest or Rush at this stage.
Definitely good ideas to take into future leagues.
I have sent an email to Hillbilly and when I know what format and maps, I will post strats.

PS Pauls squads look good, will confirm kits when I have more information.
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Megageth
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Re: Royal Rumble

Post by Megageth »

Ok below are the coms (email, not m-coms) with HB:

Ok cool. There are I think 5 Stages to Valpraiso so I am gonna keep the strats short and sweet.

If it is Rush then as Defense, we can have a grrr squad at each mcom and you guys can roam, put pressure, hold each others hands in the forest, etc.
On attack my idea is to have both grrr squads pushing up a single flank, opening one side of an mcom and then laying serious fire power/laughing whilst you guys arm. Lots of team killing involved.
Seriously, that kind of idea without the team killing, anyone close enough arms. On maps with armour, BBH gets it. Obviously we'll take it if you haven't finished holding hands in the forest.
On VOIP, I'd recommend a channel for each squad and one for the squad leaders to natter on, I leave that to you. Don't think 12 on one channel will work.
On 10 December 2010 08:32, Herman Erasmus <hellbillydeluxe1701@gmail.com> wrote:

mm alfie is taking his sweet time coming back to me on the details , the last we duscussed was valeprisso ( i think thats the spelling ) and its 12 on 12 rush

i was also thinking having 2 GRRR squads to cover our flanks while BBH squad takes the centre and the glory :P

2 GRRR squads and 1 BBH i think is best , we will just need to organise a Ts channel for us all , and as for strategy i leave that in your capable hands


NB on DEFENSE Alpha Squad takes MCOM A and Bravo Squad takes MCOM B.
Try to set up in front of the Mcom and dig in. Intel is KEY on defense, spot like mofos.

Here are starting kits for Squad A:

Mega (SL Assault)
Paul (Medic)
j0nny (Recon)
Lee (Medic)

I leave Squad B kits to Murgs/Squad B brains trust.

On Attack

If your squad is alive, move together up the flanks, highest flank terrain is preferential. If your squad is down/map is starting, listen to SL, you may have to hold your spawn for a ninja move. I'd prefer us to move in quickly before they can set a defense but plan B is to move up as a group, supporting each other with ample medics and try to lay down suppressive fire.

Communication

We will split the 2 squads into 2 MUMBLE channels. Please install and test Mumble WAY before the game. We might use a Teamspeak channel for coms between squad leaders.
Try the keep the chatter short and constructive. Lets all join the BC2 mumble channel 25mins before the game and we can set up coms from there.

PS No moaning on mumble please, even if they use hax like all the other teams that beat us ;)
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s3xy_j0nny
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Re: Royal Rumble

Post by s3xy_j0nny »

Please can all reserves be on standby - looks like I will be working til next xmas at the moment.
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pmurgs
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Re: Royal Rumble

Post by pmurgs »

Assuming we playing rush...

Paul wrote:Squad B - Defending the Brave
Murgs (SL Assault )
Hubris (Assault)
Daz (Medic)
Jarrod (Medic)


For attack I like this squad setup. For defense, depending on where we are in the map, the enemy may have armour. I would be happy to see two people switch to engineer at the right time. Defense on rush we don't need to worry about loosing tickets like we do on attack, hence medics needed for attack. Even four medics in a squad is not a bad idea.

I would also like to suggest using smoke on when attack. If the enemy is entrenched, blinding them is an effective tactic to getting at the mcoms. Also on attack, we need to try minimize the amount of damage we do to cover such as buildings around the mcoms. We need the cover to arm the mcoms. On defense, it's perhaps advisable for assault players to take out cover the enemy might use in front of the mcoms, as we wait for the enemy to approach.
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Hubris
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Re: Royal Rumble

Post by Hubris »

For those who can't put a name to a map - Valparaniso is the one with the sniper light-house.

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It has one tank and one black hawk for attack. No vehicles on defence. The key to dominating this map on public servers has always been to rush in before a defence can be established - or assault with the intention of sneaking ninja's in for squad spawns in behind the defender spawn points while they are otherwise engaged with frontal pressure. I think that principle remains pretty sound with a clannie, although we can expect much stronger opposition and quicker reaction to pushes.

One thing we need to decide whether we actually want to use the black hawk or not - it can be a potent cover destroyer (especially when attacking the first point) but it does tie up at least two players and normally means two ticket loss if darted. Although there is always the extra seat repair argument, but it doesn't protect one from RPG's.

I thought we should forget using the black hawk to provide fire support, but rather use it as a ferry to send 5 players behind enemy lines. For instance, if we employ the strategies mentioned above and find we are 20 tickets down on the first (or second) stage with little or no penetration, we can get one squad to fill up the helo plus one player from another squad. Then we fly in over the mountain flight of the valkyrie's style and bail out behind enemy lines with the intention of causing havoc while two designated players make for sneaky hiding spots.

We would need to practice a 5 player bail out, the approach for the black hawk and appropriate ninja spots on the first two stages. It is risky as we are not guaranteed any one will find a ninja spot, but if it works we will have a base of ops for two squads to spawn in and wait for a full squad to assault from behind them. Fail (5 ticket loss) or win - it will disrupt their lines for the squads attacking directly to move up while the enemy search around for the bailers and engage them.

As I understand it, stages one two three and five are captured by tank pressure down the middle with wing drives and ninja back ops if appropriate. Stage 4 is the real test - best taken by ensuring we hold or at least shell the crap out of the high ground up on the left. If held, we just need to set up some security and then can put pressure on both mcomms with good cover. If the enemy hold it, they have crossfire opportunities as we run onto the mcomms and it's doubtful we will be able to arm or even put fire on an armed mcom without bleeding badly. So my suggestion would be to focus two squads on achieving that high ground before bothering with the mcomms.

On defence, again that high ground is important on stage 4. Best thing for all stages will probably just be to split three squads across LHS, Middle and RHS - with middle being anti-tank and support for left or right. If middle have to swing out to support, it's important at least one or two players from the opposite wing move in to keep the pressure up in the middle.

I hope that helps the SL brains trust! :)
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Hubris
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Re: Royal Rumble

Post by Hubris »

So should we agree that no tubes be used and rather only smoke? i.e. to preserve cover? I think one assault player can only deploy two smoke covers before they get replaced. Or can you just spam indefinitely? In the latter case a balance between on tube and one smoke launcher is probably best. We will probably need tubes for the opening engagement to take down any emplaced MGs in the houses and blow an entrance facing us for each mcom.

Who will drive the tank and how will we position it and keep it alive? Or are we just going to use the tank as a spearhead ferry? If we spearhead ferry with it, five players (again prob a full squad plus one passenger from another squad) can get in with it and all can bail near the mcom except for the kamikazi driver to avoid grand tank theft.

With regards to destruction on defence, I think we should take down the walls around the mcomms to give us all a clear line of fire onto them. Just be careful not to cause a full scale demolition and mcom loss.

Then there is always this:

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pmurgs
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Re: Royal Rumble

Post by pmurgs »

One assault player with ammo box at his feet and the extra grenade/toobs perk can lay down pretty much constant smoke fire. You can effectively have four smoke clouds going constantly if you keep hitting the same four spots.
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